﻿using UnityEngine;

public class CGameDefine
{
    //发布版本本地资源路径
    public static readonly string RES_PATH_PRFIX =
#if UNITY_EDITOR
 "file: //" + Application.dataPath + "/StreamingAssets/";
#elif UNITY_ANDROID  
		"jar:file://" + Application.dataPath + "!/assets/";  
#elif UNITY_IPHONE  
		"jar:file://" + Application.dataPath + "/Raw/";  
	
#elif UNITY_STANDALONE_WIN
		"file: //" + Application.dataPath + "/StreamingAssets/";  
	
#else 
	     string.Empty;  
#endif

    //Sqlite本地资源路径
    public static readonly string Sqlite_PATH_PRFIX =
#if UNITY_EDITOR
 "data source="+Application.dataPath +"/xxxx.db";
#elif UNITY_ANDROID  
		"URI=file:" + Application.persistentDataPath + "!/assets/";  
#elif UNITY_IPHONE  
		 "data source="+Application.persistentDataPath +"/xxxx.db";
	
#elif UNITY_STANDALONE_WIN
		 "data source="+Application.dataPath +"/xxxx.db";
#elif UNITY_STANDALONE
		 "data source="+Application.dataPath +"/xxxx.db";
#else 
	     string.Empty;  
#endif

#if UNITY_WEBPLAYER
	prefetch
#endif
}


#region enum
/// <summary>
/// 挂点
/// </summary>
public enum Anchor
{
    //BottomLeft,
    //Left,
    //TopLeft,
    //Top,
    //TopRight,
    //Right,
    //BottomRight,
    //Bottom,
    //Center,
    //UI3D
    BOTTOM,
    MID,
    UP
}

public enum ResType
{
    Unknown = 0,
    Actor,
    Effect,
    UI,
    Scene,
    Audio,
    Template
}

/// <summary>
/// 副本章节类型
/// </summary>
public enum ChapterType
{
    Simple = 0,
    Hard
}
#endregion


